Lugdunon is a 2d multiplayer RPG / sandbox game that is reminiscent of the 16 bit console era. Lugdunon runs within your web browser, so there is no need to download a client. Lugdunon can also be played ‘on the go’ on mobile devices such as iPads and Android tablets. Players can engage in combat with each other or with NPCs, craft and trade items, empower their character with the advancement system, place and decorate in-game signs using the full-featured sign editor, and more!

However, what is really interesting about Lugdunon is the ability to take the game and truly make it your own. With powerful in-game editors available to players who have been designated ‘Game Masters’ and the ability to run your own server, the sky is the limit! Currently, from within the game itself, Game Masters can create new crafting recipes, add and edit NPCs, paint the landscape using up to 16 terrain layers, raise and lower elevation to create cliffs and chasms, place items, and edit NPC spawn points.

Many more features are planned, and new ones are being added every week. Check the Feature Roadmap section of our wiki to keep up to date on what has been completed and what is still to come.

Lugdunon is currently in beta / early access, with the final release slated for mid 2016.

A new standalone client has been released with much improved stability, as well as support for both 32 and 64-bit on Windows and Linux. As always, download links for all platforms are available here.

Color Palette Editor Updates

The color palette editor was one of the first UI elements created for Lugdunon over 4 years ago, so an update was sorely needed. In order to provide an easier, more intuitive method for editing sprite palettes and ui colors a complete rewrite of the color editor with a focus on extendability was needed.

Offline Play Enabled

Offline play has been one the most requested features for a while now, and it is finally here. In the event that the auth server goes offline or for some reason a player cannot connect to the internet at large, playing on select servers is now possible.

If the client is unable to establish a connection with the auth server, the client will present the player with a dialog notifying them of the fact and allowing the player to login with just an account name. Given that the auth server is unreachable, no verification can be made against the account name's actual validity. With that in mind the server operator has three new server options that can be employed to manage the risks:

server.connect.password - this option allows the server operator to supply a password that is required to connect the server.

offline.supported - if set to true, the server will be able to run in the absence of a valid auth server connection.

allow.offline.clients - if set to true, the server will accept clients (via account name only) without a valid auth server connection.

Arc Power Improvements

Several new items have been added that draw on new Arc Power engine improvements. These improvements center around allowing arc-powered items greater ability to interact with the world environment, specifically in damaging placed items, player, and non-player characters.

The first new arc-powered item to look at is the loot siphon. This item comes in four grades (copper, bronze, iron, and gold) and on the surface, functions much like a chest or barrel container. However, what makes the loot siphon stand apart, is that whenever a resource gathering operation or NPC death occurs within range and there is no PC directly responsible, the loot / resources will be 'sucked up' by the loot siphon and deposited in its inventory. The items can then be pumped out to another location just like traditional containers.

The second new arc-powered item is the Electrifryer. It comes in two flavors: regular and stealth. The Electrifryer, when powered, will deliver a strong electrical shock to any NPC or PC that comes within range, potentially leading to the death of the NPC or PC involved. The stealth model is particularly useful in designing boobytraps for use against other players, but is more expensive to craft than the non-stealth version. In addition to serving as a boobytrap for unsuspecting players, the Electrifryer is also useful(in conjunction with a loot siphon) as a means of automated farming of NPCs.

In addition to the above enhancements, arc switches and pressure-plates are now capable of switching up to 5 inputs to their respective outputs.

More New Items and Effects

Tents - A new housing item, Tents allow you to make a smaller, more portable, and easier to craft housing.

Mistletoe - Harvested from oak trees using a sickle, this mystic plant is now necessary in the crating of all spells.

Stone Fencing and Gates - One more flavor of fencing!

Bronze Rod, Bronze Sheet, Bronze Horn, Gold Rod, and Gold Sheet - These intermediary crafting items are used to make some of the new Arc-Power items.

Rat Bite - Yep, Rats now bite you!

New Sword and Bow - These two new weapons are some of the rewards for completing the upper difficulty dungeons.

Easy Mode for Crafting Recipe Discovery

A new world.cfg option "default.compendium.crafting.recipe.easy.mode.enable" has been added. When set to true, all crafting recipes in the Compendium Lugus will become available for viewing regardless of whether or not the player has previously learned the recipe. It is also now enabled by default.

Chat Filters

Chat filtering has been added as a settings option to allow players to filter out unwanted log entries by category. Enabling / disabling a specific category's notifications is a simple as toggling that category's button in the "Chat Filtering" settings UI pane.

Better Client Reporting

Two new dialog types have been added to provide the player with a little more information as to what is currently happening in the load process, or if an error has occurred.

The WaitWithLogDialog will show a indeterminate progress bar with a text log above it. This dialog is useful in letting the user know specifically what is happening during a lengthy process. It is currently employed in the standalone client's code update check.

The CopyableLargeTextDialog presents the user with a large text field, with the added ability to copy the text with a single button click. This dialog is currently employed in the standalone client when an unrecoverable error occurs with a child process.

NPC Naming Enhancements

A new API, via the interface INonPlayerCharacterNameProvider, has been added to allow for mod-writers to supply custom NPC name generation schemes. This encompasses not only the custom naming rules, but also supplies the name filter and filter description needed by the UI when a GM gives an NPC a name during NPC template creation.

The default implementation allows for NPCs to have names that will vary at runtime depending on various placeholder values, and built from a dictionary of names and titles that resides in the etc/nonPlayerCharacterNamesList.json file. This file presents a group of name categories that are each composed of a list of names. For instance, an NPC definition with the name property set to "{GAULISH_NAME}+{SUFFIX_FIRE}" will be replaced with a random entry from the GAULISH_NAME category, followed by a space character, and then a random entry from the SUFFIX_FIRE category, thus producing a final name like: "Pixtilos the Flamebinder".

The basic structure of the various naming rules in the default implementation are:

+ - indicates a joining rule and will join the generated text on either side of the + with a space.

| - indicates a in-line list of name parts from which one will be chosen at random. For instance "Pixtilos|Obalda|Adgenos" would indicate that one of the three name variants "Pixtilos", "Obalda", or "Adgenos" be chosen for the final NPC name.

{CATEGORY_NAME} - indicates that the final name part is to be chosen at random from the category CATEGORY_NAME in the naming dictionary.

Support for Multiple Appearances per NPC Definition

NPC definitions now support the ability to add multiple appearances. This allows for the ability to add variations to spawns without having to add a separate, identical, npc definition for each appearance. In the case of an NPC definition with multiple appearances, an appearance will be selected at random when an NPC is instantiated.

Biomes

Biomes are now present in Lugdunon. Their primary use is in determining the terrain, elevation, item, and NPC placement in the new procedural world generator, but they do also add a certain flavor to the world at large. Also, the /loc command will now tell you the biome you are currently in, if that location has one assigned.

Support has also been added to the /loc command to report the biome of the current location.

Procedural World Generation

Procedural world generation now allows for players to create an entire, populated world at the click of a button.

The default implementation of the procedural world generator allows for automatic, random terrain world and cave generation using the diamond-square algorithm, dungeons, biome generation with location appropriate vegetation, resources, caverns, and ruins, as well as NPCs.

Customization of the generation parameters are possible (with more fine-grained adjustments coming soon) as well as the ability to preview the terrain, elevation, and biomes.

Procedural Dungeons

The new procedural world generator also comes with randomly generated dungeons, complete with fog of war, bosses, and reward chests! The underlying mechanism for generating each dungeon's layout, and difficulty is accomplished via the excellent Metazelda library created by Tom Coxon for use in his game Lenna's Inception.

With this in mind, the layout follows a Zelda-like approach, with the room difficulty increasing the further away you get from the entrance and with a final boss and reward room pair as the final challenge and payoff.

When you first enter a dungeon, only the initial room will be lit. Additional rooms will light up when you open a door / gate adjoining that room. Also, the color of the room's light will give some indication of its difficulty.

Dungeons are where the player will come to harvest resources needed in spell casting, such as arcane tome pages and runesources. The final reward chests will also contain powerful weapons and armor not obtainable by any other means.

Dungeons will also 'reset' when unoccupied for more than 15 minutes. The reset dungeon will be different each each time, with unique layouts, bosses, and rewards.

Items can be tagged as a 'dungeon item' and operate under the same restrictions as 'quest items'. This is currently not used but will be in the future. Think keys. ;)

Phasing

Initial support for phasing has finally been implemented! Phasing allows for the game world to present itself differently depending upon which player character is currently logged in. Full API support is available for modders to use this new feature to create some interesting scenarios. For instance, depending upon how a quest chain progresses, entire villages or other areas of the map could be altered to reflect the player's choices (that are visible to that player only). Currently this allows for shipwrecked cargo instances to only be looted once per player character.

Patch Release Support

Patch release support allows for incremental updates of server, client, and mod resources without causing incompatibility issues. Release versions will now take on the form of 4 dot-separated integer values (0.0.0.0) with the least significant value denoting the patch release number. If the three most significant values match, then the two release versions are considered compatible. For instance 0.8.1.0 and 0.8.1.5 are compatible, but 0.8.1.5 and 0.8.2.0 are not.

Quick-Linking Accounts / Worlds / Characters

URL parameters are now supported which allow for auto selection of servers, accounts, and characters:

Crafting discipline used to create an Anvil changed from Blacksmithing to General in order to avoid a circular dependency (thanks again Brash for initially pointing this out and then for the reminder).

Fixed key/value of default.compendium.crafting.recipe.easy.mode.enable in initial seeding of world.cfg entries.

The AssetManager should no longer cause a client crash if the current instance definition does not contain any biomes.

Fixed issue that was allowing players to damage placed items that were placed by GM.

Fixed an issue that was allowing players to sell quest items to vendors.

Fixed an issue that was causing quest items to not be re-instantiated as quest items upon server restart.

Fixed an issue that was causing windows clients and servers to not properly update their server code.

Fixed an issue with health change event occurring while client is still loading.

Fixed an issue with player zoning into the void caused by incorrect instance id mapping when new instance created.

Fixed an issue with client hanging in Safari on initial load.

Fixed an issue with invalid pathing not correctly terminating.

Campfires can be used as a cooking crafting station again.

Buckets of water will again put out campfires.

Hammer and anvil crafting station recipe now requires a stone hammer in place of steel. This remove the circular dependency / deadlock condition.

Broad spectrum color picker now shows an indicator of the current color's location if the current color is represented in the broad spectrum map.

Fixed an issue in net.lugdunon.states.list.ServerList that was causing version mismatch server errors to display incorrectly.

Fixed an issue in net.lugdunon.states.list.ServerList that was allowing clicks/actions on servers with server errors.

Fixed an issue in net.lugdunon.command.core.player.PlayerStaminaCommand causing a client crash on initial load if player character receives a stamina update before player character has actually loaded.

Other Changes of Note

Rats are now capable of attack, and grant experience when slain.

Streetlamps are now configurable with the wrench.

Flowers and trees now have layer restrictions (Dirt, Grass, and Snow).

Updated net.lugdunon.server.worldgen.WorldGenerator to support a stateless mode that will operate with pre-provided caches and definitions.

World config property accesses will now only log on the initial access.

Added dungeon.timeout.interval world property definition. The interval in which an unoccupied dungeon will reset.

net.lugdunon.command.core.console.gm.TerrainToImageCommand now generates a biome image, in addition to the terrain and elevation images.

net.lugdunon.command.core.console.LocCommand now reports the elevation and biome at the player's current location.

NPCs that are assigned a biome at spawn can not path out of that biome.

AoE spells can now be triggered by placeable item instances.

Removed access control block from main container sub panel. Access control on containers must now be accomplished via the standard configuration menu item.

Added support for removing specific entries in /etc config files when merging.

Removed white, blue, and black plate armor set recipes when using the procedural world gen. These armor sets will obtainable exclusively as dungeon drops.

Item and AreaOfEffect classes now support multiple target effects.

Durability on dungeon drop weapons increased greatly.

Damage on dungeon drop weapons decreased to be more in line with current item progression.

Added support for server-side character effects.

Changed ui layers on cave and ruins/dungeon portals from foreground to background.

Tuned resource nodes in the overworld by reducing the amount of certain nodes.

Added shipwrecked cargo resources to the beach biome. These resources will allow players access to seeds and animals for farming. Once gathered, these items will not respawn.

Added support for programmatically toggling the lighting state of non-arc controlled lights.

net.lugdunon.command.core.console.LocCommand now logs the top layer tile score for debugging purposes.

Support for ambient audio for biomes added.

Environment layer now affects character labels, targeting circles, and most other UI effects.

Adjusted exp rewarded and health for ghostly scholars.

Ghostly scholars are now hostile to player characters.

default.compendium.crafting.recipe.easy.mode.enable is now on by default.

All trees and flowers ignore ownership when replanted.

Default world name changed from "No World Name" to "Shadow of Moritasgus".

Active World Generator value now pulled from world.cfg, if present.

Button labels can now be specified as part of the content argument for ok and confirm dialogs.

Added support for notifications in the client and main website to alert users when a new version is being deployed.

Added palette index indicator.

Added middling and strong zombie melee attacks.

Added three new NPC definitions: Lowlands, Midlands, and Highlands Troglodytes. Each of these is capable of several different appearances, chosen at random on spawn.

Skeleton spawns in caverns have been replaced with the appropriate level troglodyte.

Client code refactored to account for new jCEF API.

Added mobile client bitbucket repository.

As always, the full change log for 0.8.0 is available here, and the full change log for 0.8.0.1 is available here, and the full change log for 0.8.0.2 is available here, and finally, the full change log for 0.8.1 is available here.

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Like what is this game about?
I joined the Netherland server as guest and was caged on a small island about 50x50 tiles big.

Do you just go around building stuff like in minecraft kind of sandbox?
Cause the game seems like a survival kind of sandbox game like Wurm Online except that there are no survival aspects.

When you go too far north a graphic bug makes half the objects disappear,
there is no guideline on what to do as beginner and there is not much sandbox gameplay to do when in a 50x50 big area.

I don't get the point.
Can I build rafts to get across the water or is there some form of tile/terraforming where I can replace water/grass etc. tiles with different ones?

And why do quests tell you how much rewards you get but don't explicitly tell you what to do or where you got your quest from?
I've been searching for coal everywhere on one quest cause it doesn't tell you how to obtain coal and on another quest I can't find the quest NPC anymore.

Why are quests the things that give you the most EXP anyway? Isn't it supposed to be a sandbox game? What's sandbox about doing quests for exp, isn't that theme-park MMO feature? Why not just make a beginner guideline at the start of the game that introduces you and then sends you into a open world?

Seems all weird especially when the price tag is set at 15 dollars!?
Why? I play Haven and Hearth is free and has all better than this.

Thanks so much for the feedback. Hopefully I can adequately address all of the points you raise.

> Like what is this game about?

Lugdunon is meant to provide players, GMs, and modders with the ability to create a world in which they, and others, can explore. By supplying the tools needed by GMs and modders to build a multi-player or single-player campaign that suits their vision with respect to art, sound, and game mechanics, the hope is that an active community will grow to support the player-base.

Also at this current time, using the native client, players are able to create and host new campaigns from within the game client, install / toggle mods, and explore the world editing tools.

The two default servers are both running the default campaign at the moment, which is intended to showcase the various features and subsystems that Lugdunon puts at the players’, GMs’, and modders’ disposal.

I do apologize if the default campaign seems somewhat undirected at the moment. Currently I am having to balance the introduction of new features, tweaks, and fixes with building out the world in the default campaign.

> I joined the Netherland server as guest and was caged on a small island about 50x50 tiles big.

The actual play area in the default campaign is 512x512 tiles, and does take place on an island of sorts which occupies the lion’s share of that 512x512 tile area. There are also several indoor and underground instances available to explore as well.

Custom worlds can feature larger (or smaller) map sizes with the only constraints being memory, and that the tile dimension must be a power of two.

> Do you just go around building stuff like in minecraft kind of sandbox? > Cause the game seems like a survival kind of sandbox game like Wurm Online except that there are no survival aspects.

The default campaign does present itself as a bit of sandbox, although with some RPG/MMO elements present as well.

> When you go too far north a graphic bug makes half the objects disappear, there is no guideline on what to do as beginner and there is not much sandbox gameplay to do when in a 50x50 big area.

What client/browser were you using when this occurred? It could also be that you headed north of the main town, which hasn’t been built out yet.

> I don't get the point. > Can I build rafts to get across the water or is there some form of tile/terraforming where I can replace water/grass etc. tiles with different ones?

You can terraform to a degree by tilling earth, placing sod (which is gained by tilling earth) and by placing slate. The latter is useful in building roadways or serves as a suitable area for malting hops.

Also the GM mode (unfortunately, not accessible with a guest account) allows for wholesale editing of the game world, including a terrain / elevation, NPCs, crafting recipes, quests, placing / removing / configuring items, and more.

> And why do quests tell you how much rewards you get but don't explicitly tell you what to do or where you got your quest from?

Thank you for pointing out any confusion with the quest text; we were hoping directions and objectives would be easily inferred without a list. we’ll make sure to do a review and try to make things a bit more enumerated

I do need to add support for showing who / what originated the quest (the NPC that resolves the quest is already displayed), and I do have a feature request already for providing support for objective markers on the mini-map.

> I've been searching for coal everywhere on one quest cause it doesn't tell you how to obtain coal and on another quest I can't find the quest NPC anymore.

Coal is available in the mine just to the north of the family farm where you start. Thanks for pointing this out, I’ll amend the quest text to provide a little more direction.

> Why are quests the things that give you the most EXP anyway? Isn't it supposed to be a sandbox game? What's sandbox about doing quests for exp, isn't that theme-park MMO feature? Why not just make a beginner guideline at the start of the game that introduces you and then sends you into a open world?

The aim is to provide the means for a GM to create and provide the game experience they want to run. If they don’t want questing, then they can ignore the questing system altogether. GMs can also disable the sandbox aspects to create a more MMO / RPG experience.

The default campaign is designed to showcase the range of subsystems and features available. It is likely that in the near future, multiple campaigns will be made available to focus on certain game experiences.

> Seems all weird especially when the price tag is set at 15 dollars!?

Currently, it is priced at $5 with the release price at $15. There will be no subscription or addons to purchase either. The initial cost is all you’ll ever spend.

Thanks again for your feedback. I hope that you’ll check us out again in the future.